326 lines
11 KiB
Python
326 lines
11 KiB
Python
import bpy
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import bmesh
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import math
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from mathutils import Vector, Matrix
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# ---------------------------------------------------------------------------
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# Lookup tables
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# ---------------------------------------------------------------------------
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def _build_unit_circle(segments: int) -> list:
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"""(cos, sin) sampled once per segment. Reused by all primitives."""
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return [
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(math.cos(2 * math.pi * i / segments),
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math.sin(2 * math.pi * i / segments))
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for i in range(segments)
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]
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def _build_latitude_stack(segments: int) -> list:
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"""(sin_phi, cos_phi) for each latitude ring, poles included."""
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rings = max(segments // 2, 2)
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return [
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(math.sin(math.pi * r / rings),
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math.cos(math.pi * r / rings))
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for r in range(rings + 1)
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]
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class _Tables:
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"""Precomputed trig tables for a given segment count."""
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def __init__(self, segments: int):
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self.segments = segments
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self.rings = max(segments // 2, 2)
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self.circle = _build_unit_circle(segments)
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self.latitudes = _build_latitude_stack(segments)
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# ---------------------------------------------------------------------------
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# Canonical primitive builders (Z-up, origin at centre)
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# ---------------------------------------------------------------------------
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def _sphere_positions(radius: float, tables: _Tables) -> list:
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out = []
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for sin_phi, cos_phi in tables.latitudes:
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for c, s in tables.circle:
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out.append(Vector((
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radius * sin_phi * c,
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radius * sin_phi * s,
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radius * cos_phi,
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)))
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return out
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def _ring_positions(radius: float, tables: _Tables) -> list:
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"""Flat ring in the XY plane — caller's matrix orients it."""
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return [Vector((c * radius, s * radius, 0.0)) for c, s in tables.circle]
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def _apply(mat: Matrix, vecs: list) -> list:
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return [(mat @ v.to_4d()).to_3d() for v in vecs]
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# ---------------------------------------------------------------------------
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# BMesh helpers
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# ---------------------------------------------------------------------------
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def add_sphere(bm: bmesh.types.BMesh, mat: Matrix, radius: float, tables: _Tables):
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"""Sphere built at origin/Z-up, then placed by `mat`."""
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segs = tables.segments
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rings = tables.rings
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verts = [bm.verts.new(p) for p in _apply(mat, _sphere_positions(radius, tables))]
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for r in range(rings):
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for s in range(segs):
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sn = (s + 1) % segs
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try:
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bm.faces.new((
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verts[ r * segs + s ],
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verts[ r * segs + sn],
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verts[(r + 1) * segs + sn],
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verts[(r + 1) * segs + s ],
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))
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except ValueError:
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pass
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def add_capped_frustum(bm: bmesh.types.BMesh,
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head_mat: Matrix, head_radius: float,
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tail_mat: Matrix, tail_radius: float,
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tables: _Tables):
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"""
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Tapered cylinder. Rings are built in XY then placed by per-end matrices —
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no axis arithmetic needed.
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"""
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head_pos = (head_mat @ Vector((0, 0, 0, 1))).to_3d()
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tail_pos = (tail_mat @ Vector((0, 0, 0, 1))).to_3d()
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if (tail_pos - head_pos).length < 1e-6:
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return
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segs = tables.segments
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hr = [bm.verts.new(p) for p in _apply(head_mat, _ring_positions(head_radius, tables))]
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tr = [bm.verts.new(p) for p in _apply(tail_mat, _ring_positions(tail_radius, tables))]
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for i in range(segs):
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nxt = (i + 1) % segs
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try:
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bm.faces.new((hr[i], hr[nxt], tr[nxt], tr[i]))
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except ValueError:
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pass
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hcv = bm.verts.new(head_pos)
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for i in range(segs):
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try:
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bm.faces.new((hcv, hr[(i + 1) % segs], hr[i]))
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except ValueError:
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pass
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tcv = bm.verts.new(tail_pos)
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for i in range(segs):
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try:
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bm.faces.new((tcv, tr[i], tr[(i + 1) % segs]))
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except ValueError:
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pass
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# ---------------------------------------------------------------------------
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# Bone → per-end matrices
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# ---------------------------------------------------------------------------
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def _end_matrices(bone_matrix: Matrix, bone_length: float):
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"""
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Return (head_mat, tail_mat) — world-space matrices for each bone end.
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The bone matrix (armature-local) columns:
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col[0] = bone X axis
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col[1] = bone Y axis ← along the bone
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col[2] = bone Z axis
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col[3] = head position
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We remap columns so our local Z = bone Y, meaning _ring_positions()
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(which lies in XY, normal = +Z) is automatically perpendicular to the
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bone — no cross products or acos required.
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our X = bone X
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our Y = bone Z
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our Z = bone Y (ring normal → along bone)
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"""
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bx = bone_matrix.col[0].to_3d()
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by = bone_matrix.col[1].to_3d()
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bz = bone_matrix.col[2].to_3d()
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orient = Matrix((
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(bx.x, bz.x, by.x),
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(bx.y, bz.y, by.y),
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(bx.z, bz.z, by.z),
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))
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head_local = bone_matrix.col[3].to_3d()
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tail_local = head_local + by * bone_length
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def _make(pos_local):
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local_mat = orient.to_4x4()
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local_mat.col[3][:3] = pos_local
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return local_mat
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return _make(head_local), _make(tail_local)
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SUFFIX = "_envelope_mesh"
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# ---------------------------------------------------------------------------
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# Operators
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# ---------------------------------------------------------------------------
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class ARMATURE_OT_release_mesh(bpy.types.Operator):
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bl_idname = "armature.release_mesh"
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bl_label = "Release Mesh"
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bl_description = (
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"Clear the target mesh reference from the panel. "
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"Does not delete any objects or data, but allows the next build to create a new mesh."
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)
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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obj = context.active_object
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if obj is not None and obj.type == 'ARMATURE':
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lookup_name = obj.name + SUFFIX
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for child in obj.children:
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if child.type == 'MESH' and child.name == lookup_name:
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return True
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def execute(self, context):
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obj = context.active_object
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for child in obj.children:
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if child.type == 'MESH' and child.name == obj.name + SUFFIX:
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m = child.matrix_world.copy()
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child.parent = None
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child.matrix_world = m
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child.name = child.name.replace(SUFFIX, "_snapshot")
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return {'FINISHED'}
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class ARMATURE_OT_build_envelope_mesh(bpy.types.Operator):
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bl_idname = "armature.build_envelope_mesh"
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bl_label = "Build Envelope Mesh"
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bl_description = (
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"Convert the selected armature into an envelope-style mesh. "
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"If a target object is set in the panel, its mesh is replaced in place. "
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"Otherwise a new object is created and assigned as the target."
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)
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bl_options = {'REGISTER', 'UNDO'}
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segments: bpy.props.IntProperty(
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name="Segments",
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description="Sphere / cylinder resolution",
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default=16, min=4, max=64,
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)
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@classmethod
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def poll(cls, context):
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obj = context.active_object
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return obj is not None and obj.type == 'ARMATURE'
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def execute(self, context):
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arm_obj = context.active_object
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bm = bmesh.new()
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tables = _Tables(self.segments)
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def meshify(bone_matrix, bone_length, head_radius, tail_radius, draw_head=True):
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head_mat, tail_mat = _end_matrices(bone_matrix, bone_length)
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if draw_head:
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add_sphere(bm, head_mat, max(head_radius, 0.001), tables)
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add_sphere(bm, tail_mat, max(tail_radius, 0.001), tables)
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add_capped_frustum(bm,
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head_mat, max(head_radius, 0.001),
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tail_mat, max(tail_radius, 0.001),
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tables)
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if arm_obj.mode == 'EDIT':
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for bone in arm_obj.data.edit_bones:
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meshify(bone.matrix, bone.length,
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bone.head_radius, bone.tail_radius,
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bone.parent is None)
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else:
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for bone in arm_obj.pose.bones:
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meshify(bone.matrix, bone.bone.length,
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bone.bone.head_radius, bone.bone.tail_radius,
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bone.parent is None)
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lookup_name = arm_obj.name + SUFFIX
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target = None
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for child in arm_obj.children:
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if child.type == 'MESH' and child.name == lookup_name:
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target = child
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break
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print(target)
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if target is not None:
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# Destructively replace the target's mesh data.
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old_mesh = target.data
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new_mesh = bpy.data.meshes.new(old_mesh.name)
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bm.to_mesh(new_mesh)
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bm.free()
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new_mesh.update()
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target.data = new_mesh
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bpy.data.meshes.remove(old_mesh)
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else:
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# Create a new object and hand it back to the panel picker.
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new_mesh = bpy.data.meshes.new(lookup_name)
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bm.to_mesh(new_mesh)
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bm.free()
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new_mesh.update()
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result_obj = bpy.data.objects.new(lookup_name, new_mesh)
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result_obj.parent = arm_obj
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context.collection.objects.link(result_obj)
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return {'FINISHED'}
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# ---------------------------------------------------------------------------
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# Panel
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# ---------------------------------------------------------------------------
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class VIEW3D_PT_armature_mesher(bpy.types.Panel):
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bl_label = "Armature Mesher"
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bl_idname = "VIEW3D_PT_armature_mesher"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Armature"
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def draw(self, context):
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layout = self.layout
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op = layout.operator(
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ARMATURE_OT_build_envelope_mesh.bl_idname,
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text="Build Envelope Mesh",
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icon='OUTLINER_OB_MESH',
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)
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op.segments = 16
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op = layout.operator(
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ARMATURE_OT_release_mesh.bl_idname,
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text="Release Mesh",
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icon='OUTLINER_OB_MESH',
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)
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# ---------------------------------------------------------------------------
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# Registration
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# ---------------------------------------------------------------------------
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classes = (
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ARMATURE_OT_release_mesh,
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ARMATURE_OT_build_envelope_mesh,
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VIEW3D_PT_armature_mesher,
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)
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def register():
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for cls in classes:
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bpy.utils.register_class(cls)
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def unregister():
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for cls in reversed(classes):
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bpy.utils.unregister_class(cls)
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if __name__ == "__main__":
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register() |